Christ on his cross. Sometimes I really debate telling other people about a glorious item that is 100% amazing because I have dreams of running it. (I had this problem with Far Away Land.) But sometimes a thing is so good you have to spread the word. This thing I SlaughterGrid. Read the review here.
Let me be frank. This is a little too weird/gonzo for me. I'd have to really detail the crazy hex-crawl nonsense a bit and even then it wouldn't quite fit into any campaign I'd run long term. And this is coming from a dude who recently ran a game that included an onion witch whose crazy onion eyes let her see things from afar but only during the lead-up to orgasm (and probably a bit post orgasm)... And that was, in part, because the players opted to avoid the river rafting which was kinda the railroad of the module. For gonzo/weird shit, I have a hard time keeping all the crazy in mind and making it meaningful crazy. I know when it looks good though, even if its not quite for me.
Nonetheless. I agree that this adventure seems very well done. For me, the adventure is unuseable as it. But still 100% amazing. You get enough details to run each little encounter. Specific attention is payed to smells, writing, and the like. I <3 the bullet points, I've long debated if I could get away with a bullet point format (not just for myself but when gifting things to others) and this answers with a resounding yes! This thing is basically wonderful. Buy it. Read it. Dream of running it and realize it was still worth the cost for all the ideas you'll steal from it.
In a way, it seems overdone. Each encounter is kinda meaningful. Almost Torchbearer/Dungeon World meaningful. Like its a big deal, more than 2d8 gnolls. I think the real trick is figuring out how to use this as inspiration to make 2d8 gnolls meaningful.
Let me be frank. This is a little too weird/gonzo for me. I'd have to really detail the crazy hex-crawl nonsense a bit and even then it wouldn't quite fit into any campaign I'd run long term. And this is coming from a dude who recently ran a game that included an onion witch whose crazy onion eyes let her see things from afar but only during the lead-up to orgasm (and probably a bit post orgasm)... And that was, in part, because the players opted to avoid the river rafting which was kinda the railroad of the module. For gonzo/weird shit, I have a hard time keeping all the crazy in mind and making it meaningful crazy. I know when it looks good though, even if its not quite for me.
Nonetheless. I agree that this adventure seems very well done. For me, the adventure is unuseable as it. But still 100% amazing. You get enough details to run each little encounter. Specific attention is payed to smells, writing, and the like. I <3 the bullet points, I've long debated if I could get away with a bullet point format (not just for myself but when gifting things to others) and this answers with a resounding yes! This thing is basically wonderful. Buy it. Read it. Dream of running it and realize it was still worth the cost for all the ideas you'll steal from it.
In a way, it seems overdone. Each encounter is kinda meaningful. Almost Torchbearer/Dungeon World meaningful. Like its a big deal, more than 2d8 gnolls. I think the real trick is figuring out how to use this as inspiration to make 2d8 gnolls meaningful.
Now I have to keep all my players from reading this so I can pillage from it whole-sale. Onions! Ovums! Halflings!
ReplyDeleteAnd having read it now, it does do crazy in a meaningful way that is tough to pull off. I'll second that recommendation, except for anyone who plays in games I run, at least until I finish running it.
Sorry. I guess now I've ruined onions and elephants forever, eh?
DeleteI'd definitely tone down some of the crazy if I ran this in a "normal" game, like the whole hex-crawl might be removable. But if people were up for something rather gonzo...